I need to start recording this somewhere so that I have it all in one place to refer to. Firstly you will need to have a copy of the No Limits core rule set, although I plan to create a very brief and simplified version of the basic rules at some point. I am also using bits of the Road Warriors set.
http://wargamesunlimited.net/nolimits/downloads.html
The basic idea is that you use a d10 system and low is good, high is bad. So stats tend to refer to what you need to roll equal to or under.
It also uses action points for characters to expend.
Right, now with what I am devising to add to those rules to create a quite expansive gang/small force based game which I plan to use in a post apoc / gritty sci fi setting.
CARD ACTIVATION SYSTEM:
Each side will need one card to represent each character, an 'ace' card and a 'joker' card. These are all then shuffled in together to form a deck.
The cards for each character represent when that character is activated. So when their card is turned over it is their activation. At the end of a turn if a character has been taken out of the game for any reason their card is removed from the deck.
The 'Ace' card: The ace card represents a lucky moment for the side it belongs to. It can be held and used at any point throughout the rest of that turn. It can be used to re-roll any die roll that one of the corresponding characters needs to make. So shooting, combat, armour saves etc. An ace can also be played in response to a 'Joker' card to cancel it, this must be in response to a joker being used. Both cards are then disposed of until next turn. Aces cannot be held over until the next turn, if they are not used they are returned to the deck at the end of the turn.
The 'Joker' card: The joker card is the reverse of the ace card in that it is used to force an opposing character to re-roll one of their die rolls. A joker card can be used to cancel the effects of an 'Ace' card but must be played in response to an ace card. Jokers used or un-used return to the deck at the end of the turn.
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